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26 lines
1.3 KiB
Plaintext
26 lines
1.3 KiB
Plaintext
#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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// shader 733ee69ec9dd5e30 - some kind of shading?
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uniform ivec4 uf_remappedPS[21];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res 1280x720x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
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layout(binding = 1) uniform sampler2DArrayShadow textureUnitPS1;// Tex1 addr 0xf494a800 res 1024x1024x2 dim 5 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x2) Sampler1 ClampX/Y/Z: 6 6 6 border: 2
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layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x1cb17000 res 2048x2048x1 dim 1 tm: 4 format 081e compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
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layout(location = 0) noperspective in vec4 passParameterSem0;
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layout(location = 1) noperspective in vec4 passParameterSem4;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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}
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